Dialogue Design - компания, известная разработкой инди-игр. Наиболее заметным проектом является Tank Universal: Кибертанк, футуристический танковый экшен. Компания, вероятно, небольшая, с фокусом на нишевые проекты. Детали об истории и текущей деятельности компании ограничены, но Tank Universal демонстрирует их способность создавать интересные геймплейные механики и визуальный стиль.
Baldur's Gate 3 custom campaign mod channels World of Warcraft with an adventure about undead former slaves fighting to reclaim a kingdom From the creator of the Act Two Expansion mod which came out in September The opening act of a Baldur's Gate 3 custom campaign mod which injects an adventure set in the World of Warcraft universe into Larian's RPG has been released. The mod, Forsaken, is another ambitious bit of work from a modder who recently expanded the second act of BG3's main story with a new region to explore before you head into the final chapter. This time, they've abandoned the D&Dverse for a tale of undead slaves rising up after being freed from serving a Lich King. Read this next - "What if Larian had shut down after Divine Divinity?": Star Trek Online exec scorns publishers who close teams like BioWare in favour of "AAA veteran" start-ups and AI "magic beans" - "Getting sidetracked doesn’t feel too unnatural": Baldur's Gate 3 Act Two Expansion modder on how they seamlessly fit a "detour" to fight an army into the RPG's plot - Baldur's Gate 3 Act Two Expansion mod, out now in beta, adds a whole new region to explore after dealing with the Shadow Curse
For the quickest way to join, simply enter your email below and get access. We will send a confirmation and sign you up to our newsletter to keep you updated on all your gaming news. With well over 5,000 hours clocked in Final Fantasy 14 and a good few hundred in The Elder Scrolls Online, I'm certainly no stranger to the MMO genre. It's never too late Lore implications be damned, I'm doing it all as one of the controversial Skyborne, Blizzard's new elf race (that, yes, will set you back at least $30).
S-Game, the Chinese studio behind Phantom Blade Zero, clearly understands the core tenets of character-action games. If your melee combat isn't tight, responsive, and oozing cool, then what's the point? Some games might have better combat, but few can match Phantom Blade Zero's style. Every moment feels like you're in the middle of a Chinese martial-arts movie, pulling off moves that shouldn't be feasible--moves that go against what we expect from third-person action games--yet are baked into the mechanics.
Jordan Thomas, director of BioShock 2, played Path of Exile for over 7,000 hours while working on co-op horror game The Blackout Club: 'I was essentially awake all the time' Welcome to Disk Cleanup, our regular weekend feature delving into the PCs of PC gaming luminaries. Come back every weekend to read a new interview, digging into the important questions, like "How tidy is your desktop?" and "What game will you never uninstall?" Jordan Thomas grew up during the shareware era of PC gaming, fed a steady diet of free game demos by his father. "This is embarrassing in a way, but the first one I remember connecting to enough to do drawings at school—and it's so immature—but it's old Commander Keen," he says. 2026 games: All the upcoming games Best PC games: Our all-time favorites Free PC games: Freebie fest Best FPS games: Finest gunplay Best RPGs: Grand adventures Best co-op games: Better together Rick has been fascinated by PC gaming since he was seven years old, when he used to sneak into his dad's home office for covert sessions of Doom.
BioWare's end is a tragically familiar tale | Opinion No other studio ever matched BioWare's 15 year run of excellence. But all too many share the story of the last ten years – talented teams undermined by weak, trend-chasing mismanagement After the past five years of seemingly endless closures, cancellations, and restructures, after the tens of thousands of layoffs that the industry has endured like a relentless drumbeat, you'd think that we'd all have grown some pretty thick skin. How much can one more bad news story really hurt? It's not the sting of surprise, to be clear.
For the quickest way to join, simply enter your email below and get access. We will send a confirmation and sign you up to our newsletter to keep you updated on all your gaming news. – Reviewer Alan Wen Crystal clear FAST FACTS Release date: October 22, 2026 Platform(s): PC, PS5, Xbox Series X, Nintendo Switch 2, Nintendo Switch Developer: In-house, Lancarse Publisher: Square Enix Square Enix reworking its mobile catalog to console may not be new, as it has done successfully with Octopath Traveler 0, and less so with Various Daylife, but Final Fantasy Resonance is more significant as it excavates a since discontinued mobile game. Obviously, it's wish fulfillment having the likes of Final Fantasy 7's Cloud fighting alongside Final Fantasy 13's Lightning or Final Fantasy 14's Y'shtola, though they are more comparable to the skill-wielding summons from the likes of Persona 5 than true party members.
Hidden content made Baldur's Gate 3 special, but Fallout co-creator worries RPGs are ditching secrets because "nobody thinks people will find things on their own" Fallout co-creator Timothy Cain has released another fairly depressing video about the state of RPG game development today compared to his heyday in the late '90s to early '00s. According to Cain, RPG developers aren't bothering as much with hidden and optional content because the people with the money aren't as willing to shell out for stuff that most people won't see. Broadly speaking, Cain even argues the industry is trending away from non-linear game design altogether. Now, everything kind of has a quest marker or a map indicator or visual or sound cues that draw your attention, 'oh, there's something really good right there.' "It's almost as if nobody thinks people will find things on their own, which means anything that you do find, you can kind of tell it's intended for you to find, and everyone else playing the game to find." It's unclear which corporate overlord Cain is referring to here, as he's worked for a number of big budget studios going back to OG Fallout developer Interplay in the '90s, but he says he's been told "'don't hide these things and let players rejoice over their discovery', but how much of a rejoice can you have over something that has a giant neon sign over it, pointing down going 'here's a cool new item'?" Even optional dialogue branches are under scrutiny these days, according to Cain.
One of the many ways AI will (supposedly) revolutionise the games industry in facilitating highly reactive NPCs via LLM-powered chatbots. Yet so far, only a handful of games like Where Winds Meet have attempted to implement the tech, and the results have been less than spectacular. But there might also be another reason why relatively few games feature LLM-powered NPCs, which is that powering such chatbots can be costly, as recently demonstrated by the developers of an upcoming driving instructor simulator As reported by FRVR (via Kotaku) Teach My Little Sister How To Drive is a comic simulation game in which you coach your virtual sibling on driving technique from the comfort of the passenger seat. "This growth has also increased our operating costs considerably." Easy Fox goes on to explain that it is "spending over $1,000 per day on AI services for the demo", as players burn through tokens prompting the LLM by proxy.
Deadlock's City Never Sleeps update makes Valve's MOBA my favorite videogame setting in years I wanna be a part of it, New York, New York. Welcome to Play This Right Now, the site version of our weekly newsletter in which we celebrate a new game, update, or DLC that we think is well worth checking out. View Original View Original View Original View Original View Original View Original View Original View Original View Original View Original This rehash of the Cursed Apple really properly establishes just how supernaturally doused Valve's idea of a 1950s occult New York is. 2026 games: All the upcoming games Best PC games: Our all-time favorites Free PC games: Freebie fest Best FPS games: Finest gunplay Best RPGs: Grand adventures Best co-op games: Better together Harvey's history with games started when he first begged his parents for a World of Warcraft subscription aged 12, though he's since been cursed with Final Fantasy 14-brain and a huge crush on G'raha Tia.
We normally get only one Triple-I Initiative showcase per year, but 2026 is proving to be the exception. The second broadcast of the year from organizers Evil Empire, the Triple-I Initiative was a focused blast of curated trailers and game updates, all rolling out across an almost-hour-long livestream. Pony Island 2 https://www.youtube.com/watch?v=9QX_lfkK2gM The next game from Inscryption creator Daniel Mullins, Pony Island 2 is getting a public playtest soon. Outward 2 https://www.youtube.com/watch?v=tTsMBNhVyig Kingdom Two Crowns: Pharaoh Lands https://www.youtube.com/watch?v=pQx4TODuB2k Set beneath a scorching sun, you can explore new Egypt-inspired lands and monuments in this Kingdom Two Crowns expansion.
We got the chance to sit down with the one and only Guillermo del Toro as part of our IGN30 Icons Series, where he let us in on his favorite games, how he made his iconic movies, and his experience working with some of the biggest stars in filmmaking. He also chatted about Pan’s Labyrinth, which is turning 20 years old this year. Instead of one to 10, I want to be like, “This is a 40 Red Bull movie.” Guillermo del Toro: When I went back to America, Red Bull started traveling from Europe to there. And Pan’s Labyrinth cost exactly the same, $19.3 million, both movies.
For the quickest way to join, simply enter your email below and get access. Reasons to buy + Comfortable for long gaming sessions + Great sound + High-quality mic + Includes 3.5 mm, USB-A & USB-C connection types + Available in a range of colorways + Prone to discounts Reasons to avoid - Wired only - Full price is higher than alternatives - Cord is long and can be a hindrance Why you can trust GamesRadar+ Our experts review games, movies and tech over countless hours, so you can choose the best for you. At $99.99 / £101.99 there's a huge range of wireless alternatives you could buy in its stead, and I'd recommend that you do - particularly as models like SteelSeries Arctis Nova 3 Wireless can be picked up for less when there's sales inbound, and it provides wired and wireless connectivity options. When it came to the Switch 2, I played Mario Kart World and Fire Emblem Fortune's Weave using the pair, while keeping it on my head when it came to some Netflix downtime to watch Monster: The Lizzie Borden Story, and catching up with The Shards via Disney+.
I don't think I realized how meditative games can be. Certainly, they can lead to some self-reflection, but few games provoke contemplation and then make you sit with it, chew on it. Forever Ago is one of those rare games. You take on the role of Alfred, who is taking a "greatest hits" road trip reliving some of his favorite memories he had with his wife Audrey.
Long-time stealth-game players may be familiar with this scenario: Your character discovers a path to infiltrate a facility or an enemy camp, or the game instructs you on how to get the drop on an enemy, and what could have been a unique and thoughtfully designed environment ends up just being an area with patches of tall grass for you to crouch in. At the risk of summoning the Christopher Nolan criticism of "to identify the mechanism does not invalidate the mechanism," I have played video games long enough to grow tired of certain tropes, and this has become one of them. When I think about the dozens of hours I've spent crouched in tall grass across games, memories of Horizon Zero Dawn and its sequel, multiple Legend of Zelda games, many Assassin's Creed titles, Ghost of Tsushima and Yotei, Death Stranding, League of Legends, Hitman, and Pokémon easily come to mind. Hiding in Tall Grass: A Brief History While gaming history can be a little unreliable on where tall grass stealth mechanics first showed up, it at least dates back to 2004's Metal Gear Solid 3: Snake Eater.
I have a complicated relationship with the 1990s, an era remembered for its hazy pre-HD tech and early signs of broader connectivity without the mentally taxing standard of an always-online world. Lately, I've found the aesthetics of that era calling to me in the books I read, the shows I watch, and even in my social media feeds that regularly spit out "remember when?" reels that dredge up imagery of classrooms and malls that I never actually set foot in yet feel familiar. Instagram seems to think I'm simply nostalgic for this stuff, not understanding that I actually find it very eerie, snapshots of a childhood I can hardly recall for complicated reasons. Most recently, I felt that same pull in Screen Burn's Silent Hill: Townfall.
For the quickest way to join, simply enter your email below and get access. We will send a confirmation and sign you up to our newsletter to keep you updated on all your gaming news. Release date: October 6, 2026 Platform(s): PC, Xbox Series X Developer: The Coalition, People Can Fly Publisher: Xbox Game Studios The conflict casts a long shadow over returning Gears protagonists Marcus Fenix and Dominic Santiago. Where 2024's excellent Warhammer 40,000: Space Marine 2 thrived by pushing its scale and melee combat, E-Day reaches new heights for cover shooters in a more literal sense – turning encounters into scrappy, fluid gunfights.
Like many people, I was initially disappointed by Cyberpunk 2077. Also like many people, I think CD Projekt did a superb job fixing it. Post-Phantom Liberty Cyberpunk is one of my favourite games, to the point where I might just love it even more than The Witcher 3. 2026 games: All the upcoming games Best PC games: Our all-time favorites Free PC games: Freebie fest Best FPS games: Finest gunplay Best RPGs: Grand adventures Best co-op games: Better together Rick has been fascinated by PC gaming since he was seven years old, when he used to sneak into his dad's home office for covert sessions of Doom.
Ubisoft's calling its next push into gen-AI game development Motherbrain Mum's the word. Ubisoft is internally calling its latest generative-AI initiative 'Motherbrain' - you know, like the evil supercomputer turned gross brain-in-a-jar monster from Nintendo's Metroid series - according to trademarks filed by the Assassin's Creed and Far Cry publisher. As first reported on by The Game File and spotted by Kotaku, a bunch of recent trademark applications use the definitely-not-ominous Motherbrain term to refer to the company's various gen-AI plans. According to the report, one trademark makes mention of a "downloadable computer software using artificial intelligence (AI) for creating video games and interactive content." Another refers to an AI service used for both "analyzing data and interacting with humans," and the research and design of "software using artificial intelligence." Ubisoft hasn't mentioned Motherbrain to the public just yet.
High on Life has been a big hit since it first launched in 2022, thanks to its bizarre sense of humor, motor-mouthed guns, and polished gameplay. But can it succeed as a virtual reality port? That's the question Flat2VR is aiming to answer, as the team behind several VR games is now working with Squanch Games to bring High on Life to Meta Quest 3 and 3S headsets. While it's still early days for the project, I took the time to chat to High on Life VR game director Emily O'Neal and Eric Masher, co-founder and chief operating officer for Impact Reality and Flat2VR Studios, about this project and the challenges involved in adapting it for a new platform.
A new patent from Microsoft shows how they want to record your facial expressions, show them to an AI, and have it redesign the game you're playing. It's not only your face they want, but also any words you might be muttering, growls you might be making, or, dare I say, even purrs. The broader technology described in the patent is a process for game designers to prompt an AI to build out the narrative elements of a game, including objectives, sidequests, NPCs, dialogue, and items. Rather than stop at that first pass, the process would continue when players are in the game, analysing how they're playing to then generate new content based on their actions and reactions.